use super::{
super::{vek::*, Animation},
ObjectSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
pub struct IdleAnimation;
impl Animation for IdleAnimation {
type Dependency<'a> = (Option<ToolKind>, Option<ToolKind>, f32);
type Skeleton = ObjectSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"object_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "object_idle")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, _global_time): Self::Dependency<'_>,
_anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
next
}
}